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Evaluating and visualizing perceptual impressions of daylighting in immersive virtual environments
Journal of Asian Architecture and Building Engineering ( IF 1.5 ) Pub Date : 2020-08-11 , DOI: 10.1080/13467581.2020.1800477
Muhammad Hegazy 1 , Kensuke Yasufuku 2 , Hirokazu Abe 2
Affiliation  

ABSTRACT

This paper proposes a gamified approach to collect and visualize human perception of daylighting in large-scale indoor environments using immersive virtual environments (IVEs). The developed system was tested by 20 participants, where their daylighting preferences for the virtual environment were collected at two daytimes through snapshotting and evaluating their points of interest in terms of brightness, as well as their evaluation of the system and daylight quality. Afterward, participants’ feedback was visualized into a perceptive lighting map (PLM) and compared to an image-based quantitative metric. The results of this experimental study found a tendency among participants to report more feedback in areas with large daylight portals rather than other areas with similar light intensity. Additionally, results from both subjective and simulation-based metrics showed consistency in defining daylight intensity, as well as explained the occurrence of contradicting user evaluations of some identical areas in IVE as a result of high contrast in brightness. The findings showed the adequacy of the proposed system as a visual source of user-centered feedback to daylighting in the early stages of design, as well as a supplement tool for building performance simulations (BPS).



中文翻译:

评估和可视化沉浸式虚拟环境中采光的感知印象

摘要

本文提出了一种游戏化方法,用于使用沉浸式虚拟环境 (IVE) 在大规模室内环境中收集和可视化人类对日光的感知。开发的系统由 20 名参与者进行测试,他们在两天的时间里通过快照和评估他们感兴趣的点的亮度以及他们对系统和日光质量的评估来收集他们对虚拟环境的日光偏好。之后,参与者的反馈被可视化为感知照明图 (PLM),并与基于图像的定量指标进行比较。这项实验研究的结果发现,参与者倾向于在具有大型日光入口的区域而不是其他具有相似光强度的区域报告更多反馈。此外,主观和基于模拟的指标的结果表明,在定义日光强度方面具有一致性,并解释了由于亮度的高对比度而导致 IVE 中某些相同区域的用户评估相互矛盾的情况。研究结果表明,所提议的系统在设计的早期阶段作为以用户为中心的采光反馈的视觉来源,以及建筑性能模拟 (BPS) 的补充工具是充分的。

更新日期:2020-08-11
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